[Request]Tales of Graces f Remastered
Re: [Request]Tales of Graces f Remastered
got it , thanks
Re: [Request]Tales of Graces f Remastered
GameNative.dll+7DF4F6
Copy and paste into CE
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>357391</ID>
<Description>"NPC's Talked To"</Description>
<LastState Value="297" RealAddress="7FFE4D43F4F6"/>
<VariableType>2 Bytes</VariableType>
<Address>GameNative.dll+7DF4F6</Address>
</CheatEntry>
</CheatEntries>
</CheatTable>
Re: [Request]Tales of Graces f Remastered
I checked how the dark bottle works and it uses a 4 byte integer and sets it to 5400 on usage, then decreases it every frame even when not moving. I couldn't find a permanent address for this, but a simple 4 byte search in the menu and then hitting 'decrease' repeatedly will work just fine. Freeze the value and endless bottle
Re: [Request]Tales of Graces f Remastered
Made a script for thisKuugen wrote: ↑Tue Jan 21, 2025 12:53 pmI checked how the dark bottle works and it uses a 4 byte integer and sets it to 5400 on usage, then decreases it every frame even when not moving. I couldn't find a permanent address for this, but a simple 4 byte search in the menu and then hitting 'decrease' repeatedly will work just fine. Freeze the value and endless bottle
It Freezes the address and also displays the address
Copy and paste into cheat engine
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>357392</ID>
<Description>"Freeze Dark Bottle Time"</Description>
<Options moHideChildren="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
//GameNative.dll+185F5A - FF 89 48C40000 - dec [rcx+0000C448]
aobscanmodule(darkbottle,GameNative.dll,FF 89 48 C4 00 00) // should be unique
alloc(newmem,$1000,darkbottle)
label(code)
label(return)
label(DarkAddy)
newmem:
mov [DarkAddy],rcx
code:
//dec [rcx+0000C448]
jmp return
DarkAddy:
darkbottle:
jmp newmem
nop
return:
registersymbol(darkbottle)
registersymbol(DarkAddy)
[DISABLE]
darkbottle:
db FF 89 48 C4 00 00
unregistersymbol(DarkAddy)
unregistersymbol(darkbottle)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: GameNative.dll+185F5A
GameNative.dll+185F35: 44 38 B1 43 AC 00 00 - cmp [rcx+0000AC43],r14b
GameNative.dll+185F3C: 74 39 - je GameNative.dll+185F77
GameNative.dll+185F3E: 0F B6 05 7D C5 66 00 - movzx eax,byte ptr [GameNative.dll+7F24C2]
GameNative.dll+185F45: 83 E8 1D - sub eax,1D
GameNative.dll+185F48: 83 F8 10 - cmp eax,10
GameNative.dll+185F4B: 76 2A - jna GameNative.dll+185F77
GameNative.dll+185F4D: 0F B6 05 D4 95 62 00 - movzx eax,byte ptr [GameNative.dll+7AF528]
GameNative.dll+185F54: FE C8 - dec al
GameNative.dll+185F56: A8 FD - test al,-03
GameNative.dll+185F58: 74 1D - je GameNative.dll+185F77
// ---------- INJECTING HERE ----------
GameNative.dll+185F5A: FF 89 48 C4 00 00 - dec [rcx+0000C448]
// ---------- DONE INJECTING ----------
GameNative.dll+185F60: 44 39 B1 48 C4 00 00 - cmp [rcx+0000C448],r14d
GameNative.dll+185F67: 7F 0E - jg GameNative.dll+185F77
GameNative.dll+185F69: 44 88 B1 43 AC 00 00 - mov [rcx+0000AC43],r14b
GameNative.dll+185F70: 44 89 B1 48 C4 00 00 - mov [rcx+0000C448],r14d
GameNative.dll+185F77: 4C 8B 74 24 38 - mov r14,[rsp+38]
GameNative.dll+185F7C: 48 83 C4 48 - add rsp,48
GameNative.dll+185F80: C3 - ret
GameNative.dll+185F81: CC - int 3
GameNative.dll+185F82: CC - int 3
GameNative.dll+185F83: CC - int 3
}
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>357393</ID>
<Description>"Time Remaining"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>DarkAddy</Address>
<Offsets>
<Offset>C448</Offset>
</Offsets>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>
Re: [Request]Tales of Graces f Remastered
@Impala thanks , do you also have a script for infinite white bottle duration ?
Re: [Request]Tales of Graces f Remastered
I have a discrepancy I'm hoping someone can help me figure out. I've been trying to manually find the number of monsters I've killed so I can adjust them to get the soul orb easily (since they drop after like 60, but to be more sure I've just been upping it to 200, which has ALWAYS worked). The issue is that sometimes I can't find the number. I do the basic of "check the enemy book to see the number of [x] killed", search for it, kill another, recheck to be certain and then update the search, and SOME I find, with the address for the values being "GameNative.dll+[some hex]", but some I can't find, and it's confusing the hell out of me.
Anyone got any ideas?
Also, any chance someone can create a script to multiply the number of enemies killed by [x]? I know someone did a similar thing for Artes Usage, so hopefully it's comparable to that?
Anyone got any ideas?
Also, any chance someone can create a script to multiply the number of enemies killed by [x]? I know someone did a similar thing for Artes Usage, so hopefully it's comparable to that?
Re: [Request]Tales of Graces f Remastered
@dktz00 i honestly don't know but it seem that even those who do know don't care about reoly
Re: [Request]Tales of Graces f Remastered
Hey everyone,
Can someone tell me how to change the grade points for the shop in new game + ? i already finish the game and want to start again but i dont have lot of grade points =D, thanks in advance !
Can someone tell me how to change the grade points for the shop in new game + ? i already finish the game and want to start again but i dont have lot of grade points =D, thanks in advance !
Re: [Request]Tales of Graces f Remastered
the best way to solve the problem is this: instead of touch the grade points in the grade shop before start new game plus , use the cheat table that for now you can find in page 2 of this post , it is named Graces_F_PC.CT and the weight is 382.95 KiB , you open that table , click on "enable" and then on "pointers" and then in "grade shop options" , at that point make sure to load a game , enter and exit from the menu so the table can load the data you need , now you can enable or disable all the options from the list
Re: [Request]Tales of Graces f Remastered
OMG, that works !, thanks a lot !ploppf wrote: ↑Tue Jan 21, 2025 8:18 pmthe best way to solve the problem is this: instead of touch the grade points in the grade shop before start new game plus , use the cheat table that for now you can find in page 2 of this post , it is named Graces_F_PC.CT and the weight is 382.95 KiB , you open that table , click on "enable" and then on "pointers" and then in "grade shop options" , at that point make sure to load a game , enter and exit from the menu so the table can load the data you need , now you can enable or disable all the options from the list
Re: [Request]Tales of Graces f Remastered
TLDR I figured it out, even if I'm a bit confused about the answer.dktz00 wrote: ↑Tue Jan 21, 2025 3:45 pmI have a discrepancy I'm hoping someone can help me figure out. I've been trying to manually find the number of monsters I've killed so I can adjust them to get the soul orb easily (since they drop after like 60, but to be more sure I've just been upping it to 200, which has ALWAYS worked). The issue is that sometimes I can't find the number. I do the basic of "check the enemy book to see the number of [x] killed", search for it, kill another, recheck to be certain and then update the search, and SOME I find, with the address for the values being "GameNative.dll+[some hex]", but some I can't find, and it's confusing the hell out of me.
Anyone got any ideas?
Also, any chance someone can create a script to multiply the number of enemies killed by [x]? I know someone did a similar thing for Artes Usage, so hopefully it's comparable to that?
After a bit of testing I figured out the reason for a discrepancy, I just have no idea why. I tested it with a bear of some kind, can't remember which one, and figured out the address via the method of unknown initial value => increased value, and after narrowing it down, I saw the number was really large, unlike some of the other monsters that had kill numbers as the exact number I was "translating it to". I tested it by feeding that address the previous number and saw the kill count go down by 1, so I knew I had the right one.
I then saved the numbers for 30-33 and fed the result to chatgpt, asking it to give me the value for 200, given the previous pattern, and to explain the pattern. Turns out each number was separated by 65536. I have no idea why, or even if other monsters have a different method than "direct int" or some code that spaces out the numbers by 65536 - which SUPER coincidentally (/s) is 2^16, meaning 2 to the power of 4 bytes, and since each byte is 4 bits, so 2 ^ 16 bits. SUPER coincidental that the address is of a 4-byte value type.
Point is I figured it out, even if I don't understand why the data of the monsters isn't store consistently, either all a direct int, or all a direct int * 65536. All I know is of the 2 methods, and I have no idea if there's more.
Re: [Request]Tales of Graces f Remastered
The only thing I want is the feature that let us swapping weapon model/skin since most Asbel's weapon design looks kinda weird lol.
Last edited by geoleon on Wed Jan 22, 2025 2:30 am, edited 2 times in total.
Re: [Request]Tales of Graces f Remastered
Hello! I was wondering if an enemy encounter modifier would be possible?
Re: [Request]Tales of Graces f Remastered
I thought I posted a cheat somewhere that did this, but maybe I forgot.
I'll post after with an attachment of all my cheats in one table. I am not confident in my skills or cheats to officialize a table, especially with better makers out there like Sora3100 and Impala. I've been enjoying the game slowly and adding cheats where I think that can save me time.
Some people have made requests of things (like more shard drops) where I think Sora's table can help you much better (instead of forcing more drops, just convert that Attack[1] shard into a Rise[10] of a quality you want for top-tier qualities and stat boosts).
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